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Amateur Game Development General: Be Kind To Beginners Edition Anonymous 09/02/2024 (Mon) 23:41:26 Id: 67de55 No. 1008893
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>>1030236 now with demo file recording and playback (kind of)!
>>1030548 i fucing love demos. epic
>>1030045 Did another "4 characters" summer art but with a male focus and Clarity just because. It's a sequel to this other one with 4 girls. Also, can anyone see if the first level lags the game because of the ingame videos? Specially if you test around different versions of the game (Browser vs downloaded) and specially in different browsers.
(21.84 MB 1280x720 Demo_.mp4)

I have managed to create a playable level for this game. You've to destroy towers that spawn in enemy ants, kinda like EDF missions. Here's a demo build where you can download and play - https://files.catbox.moe/kgxhox.7z Controls are basic WASD to move, mouse to aim, click to fire. Alt+F4 to quit. There are 4 guns as of now, press 1-4 keys to select them. Guns automatically reload upon emptying their magazines, there's no reload button, Please play and see how you like it. It has no optimization and placeholder mspaint sprites. Critique about how the guns feel, how fun is the gameplay, how fun is it to destroy towers while navigating enemies, should I increase the number of enemies onscreen, what else do you wanna see more? Dont hold back
Low poly titties WIP
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>>1030548 i made the map editor more functional, and easier to use.
I'm broke rn so I have to be my own composer. My first time trying to compose music, literally just googled the basics of music composition last night and spent all day on this. No bully pls
>>1032545 I'm not musically trained but I know what I like, and that sounds like a decent BGM. Not too catchy, but then it doesn't have to be if it's just atmosphere background noise.
>>1032555 (checked) what kind of atmosphere comes to mind when you hear it?
>>1032585 Definitely dungeon vibes, somewhat spooky. Good for a cave or innawoods labyrinth.
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>>1032545 add a trap beat and it's a nigger mix tbqh
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>>1032278 i still need to implement some other things like the upgrade selection, as well as quitting from in a level, and demo playback selection, but it's going pretty well so far.
>>1033345 Then, it's over.
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>>1033387 instead of doing that i started making some maps. look at this insidious design
>>1032278 That's a penis.
Hi
>>1031279 Good jungle track. Kept me playing. Main points of criticism, in order from most to least importance: Overall Gameplay: I felt it was decent enough to turn my brain off to and circlestrafe. I don't think that's enough to enter epic timekiller status, but it's building off a good foundation, and it can definitely be cultivated into a good arcade shooter. >Gun Spread and Mouse Interaction This needs to be fixed asap. Instead of having the bullets go towards the cursor, have the bullets go in the direction that the player is aiming at. Fire the shotgun with the cursor over the player for visual demonstration. >Camera The camera lags behind the player far too much. For much of the gameplay, I've found my character on the very edge of the screen, and I was semi-paranoid about getting suckerpunched by an offscreen ant due to the nature of the game. Rather than having the camera lag behind the player, I'd have the camera move ahead of the player in the direction of either the cursor (so I can see what I'm aiming for) or in the direction of movement (so I can see what I'm about to crash headfirst into while firing at the corralled horde). Of course, when implementing this, you should be sure to make the camera only able to move a Maximum Distance away from the player, don't want to have the player go offscreen or something like that. >Movement Movement felt slow as shit to me, but I'll just chalk that up to balance or something, on top of the slow camera actually exacerbating the movement speed issue. I'm going to assume that the movement speeds are balanced around your vision though, so I won't go into any suggestions like doubling player and enemy movement speeds or something like that. >Enemy Threat Variety I understand this is a demo, but I would like more variety in enemy behavior that forces me, the player, to adjust my gameplay accordingly. Currently the strategy is just circle strafe to win. I don't really play EDF, but I do play a bit of RTS and Zelda. I'd say look to seeing what roles enemies could play in the sandbox, such as space control (whether it be poison spit or being a really big scary guy that does insane damage), army buffing (healers, resurrection, puppetmasters that boost), or even simple enemy AI behaviors (i.e. a Flanking Horde that tries to move and block where the player is moving towards or where the horde isn't) >Scoring REWARD ME FOR KILLING A SHITLOAD OF ANTS IN QUICK SUCCESSION!!!! I LOVE VIOLENCE! GIVE ME MULTIPLIERS! CHECK OUT HOTLINE MIAMI FOR MORE INFORMATION. In all seriousness though, look to Arcade games and Score attack games and see what people get points for. Killing 1 ant and getting 1 point is apporopriate, especially since they're being killed by the hordes, but I would like some rewards for "risky" plays, such as "Close Call" kills or "Jackhammer Massacres" or something like that. Maybe also add some additional score items from the ants to incentivize going into the horde for those sweet points rewards. >Enemy Stacking Maybe it's just me, but I'm not a big fan of when enemies would noclip into eachother, even though it's less expensive to not have pathing and collision code (and it makes them far easier to cheese if splash weapons come into the equation). If you're going to keep the relatively simple environments, I'd advise making the monsters actually repel eachother (maybe in the direction they're moving to make them more efficient as a horde?) Audio-Visuals: >Reloading Audio If I swap to a different gun mid-reload, the reload sound should stop. When I swap back to this reloading gun, reload audio should maybe play from where it was stopped. Not sure how to handle that. I also couldn't tell if the reload timer reset or not when swapping to an empty gun. >Player Sprite Rotation Please disable this, this looks wrong as all hell, unless you plan on having the game be a top down perspective video game. The quasi isometric look is passable with the rest of the sprites though. >Game Complete State LET ME FIRE MY FUCKING GUNS IN CELEBRATION! I jest, actually, I'm able to fire all my guns but the selected one. Just a minor bug though. Feature Suggestions >Multiplayer or Controller Support These are always more fun with a friend! >Endless mode Let me kill endless waves of bugs to see how high a score I can get. Have the ant hives spawn in during rounds instead of it being round based too if you're feeling spicy.
>>1031279 >>1034101 Oh shit, I kind of missed some of the requested "critique" points, so I may as well hit them up: >Gun feel Jackhammer feels fucking baller, of course, most of that is helped by that godly firing sound and seeing the horde being chipped away greatly. The rest of the guns feel how I imagine they should, though I strongly dislike the massive spread on the Heavy Machine Gun. I think, if this were a possible knob to turn, I would alter the HMG such that it only has that massive spread while moving, or it has less spread, but kills the shit out of movement speed. >Tower destruction fun It's cool enough. Maybe it's just my imagination, but it felt after a certain point, I hit some kind of ant spawn limit, so I'm just free killing towers with a swarm of ants following me, which I kind of found boring. Actually trying to clear space and get a clean shot on the towers though, there was a certain fun factor to it. >Increase Enemy numbers Unless you plan on giving the player more access to Area of Effect weapons or increase player mobility at the cost of enemy mobility, don't. As it stands, the current antblob when it's not getting a surround (which is most of the time) is easily avoidable, even though it represents ever encroaching death, and adding more wouldn't fix that, unless you found a way to get them to go for more intelligent tactics like surrounding, or you boost ant movement speed/cut player movement speed.
>>1034101 >>1034108 Thank you anon. ANY kind of reply makes it worth putting out posts and not wonder whats the point of it. Ill digest all the points soon.
>>1031279 I've added death splatter effect. Now its become splatoon. Im sure its affecting my performance though
>>1034673 looks like crimson lands with anime girls and ants
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>>1033882 platforms in a platformer. who would've thought.
I wanted to post some of where I'm currently at with the platform fighter rougelike thing I'm working on. I went in and fully implemented my state machine, which made things a LOT easier to comprehend programming wise. Right now all the state machine really does for the most part is just manipulate parameters, like acceleration, deceleration, target speed (as in, what speed is the player character trying to get to, like a soft version of max speed) ect. Also did a lot more to make jumping feel more "Smash-y" for lack of a better term, spent a lot of time with various copies of smash and a few other platform fighters trying to see what I liked. I was going to do more with dashing, but I got like 4 hours of sleep last night and my head hurts, so I think we're done for this weekend. Here's my project in its current state with code included: https://files.catbox.moe/j4tt17.zip One last thing. if you press the ~ key you can open up panku console, and run code directly in game. use "current.get_node("Player")" if you want to look at the player characters guts while you move around. You can also use "Global.change_timescale([time:float])" function to slow the game down as well.
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>>1034930 Also, I've been messing around with another game that tired the "Smash Bros Rougelike" genre mashup. While what I wanna do is pretty distinct from this, It's a lot better now than it was when I first played it in early access, and its giving me some perspective on how you'd approach enemy design for something like this.
>>1034934 >tired lol I mean tried.
>>1033387 It looks like you can accelerate forwards a bit while mid air. Is it intentional? I see mostly platformers have ability to slow down mid air, nice to see one where you have more control over air movement
>>1034930 Baseline running feels good. Jumpsquats and jumping feels good enough too. Is the loss of ground momentum when jumping intentional, or is that a carryover from Brawl or "Jumping + Holding Direction" actually overriding the momentum? It feels kind of bad to lose all that dashing momentum after jumping, though I can see why it would be done to balance the "platforming" and gamespeed (see Brawl and other Smashes onward that slash horizontal momentum when jumping from a dash) On that note, typically when holding a directional input while jumping in Smash, there's a base "minimum" horizontal momentum i.e. if I'm holding the stick and Stickman's moving at 1 velocity, but then I press jump, Stickman should end up moving at 500 velocity or whatever is your desired "horizontal jump" velocity
>>1035020 yeah. what's more is that air acceleration bypasses the run speed limit, too. though, you accelerate in the air at 1/3 the normal rate, or 1/10th if you are above that speed cap.
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>>1035119 >Is the loss of ground momentum when jumping intentional, a carryover from Brawl? You're right on both accounts. I pulled it from ultimate, though I'm totally not against adding momentum for dash jumps as well, it really depends on what the game ends up being. This is just going to be a prototype, and once I get something that feel accurate to my imagined "feel" of smash I can go in and start adding and tweaking things to get them how I want.
I want to get good at coding. How do i do it? Im currently thinking about contributing to open source project, getting used to using git and working with other people. Also i will do personal projects that mimic what i need for my job. Do you have other advices for me? For so long i have been directionless, and i need to find a way to break out of this cycle.
>>1035429 you get good by doing. something you could do is download a language of your choice and try to write a program to do something simple. would let you get the hang of things and hone your problem solving skills.
>>1035432 But being a dev is more than just coding. What about other aspects such as writing docs, designing databases, system design, handling conflicts and errors… i know i just have to practice those skills in my personal projects, but as someone without much experience, it can be pretty daunting.
>>1035450 depends on what project you're making. some games require different skills than others. (eg, a visual novel requires a lot more writing and art direction than something like a platformer, which requires a well tuned physics system and refined game mechanics) this is to say, make something that suits your skills, or work with people who can make up for your shortcomings
>>1035429 >>1035432 >>1035450 I think I can help a bit. >I want to get good at coding. How do i do it? If you know the basics of coding (declaring variables and class, running loops, functions and array), you can start a small personal project. You learn how to do stuff by doing stuff (and failing). A common one school kids do is "Reading & Saving text files, count number of words and sentences, Appending and deleting certain lines". You can easily search more on youtube and code sites, they even have readymade code for you to copypaste (only when you're stuck) >personal projects that mimic what i need for my job Coding for job is a different beast. If you want to clear coding job interviews, I trust Neetcode. Its a usable version of Leetcode with 90% of fluff removed. He has both youtube and website. Plus he's indian so you already know half the shit code interviewers are gonna ask. Do not pay for any "learning programmes" the ones which are free are good enough. >Im currently thinking about contributing to open source project, getting used to using git and working with other people Its not a good idea to start with oss contribution unless you're confident in fixing yours and others' code. People running bigger codebases do not respond well newbie coders "practicing" in their space. Git is a side skill you'll automatically (have to) learn when making a project, don't sweat it. >For so long i have been directionless For vidya, >>1010098 is a good point to start projects, increasing in difficulty. You don't have to complete every step, just learn enough to jump to next step. >What about other aspects such as writing docs, designing databases, system design, handling conflicts and errors Now you're talking about software architecture. Which is unironically what separates good coder from a good developer. Its an experience that cannot be learned elsewhere. A good code that's human readable and solvable months later is worth like gold. I can write entire pages of my experience with this, how I came to learn certain stuff, and what NOT to do. Speak if you want to learn more. If you're a new dev, don't sweat this part, you'll (be forced to) learn it while working on your project and learn more as your project gets bigger. Youtube videos complaining about OOPs, why singleton is better than everything, "Why you're doing it Wrong" are all clickbait personal trash that won't help (you) in your work. But if you want it, I can share my workflow and stuff I learned.
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>>1034840 demo playback is fixed, and can be replayed in the level selection. very cool, yeah? i still need to refine the UI a bit, and fix some things, but whatever. it's some good progress.


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